Engineering: a road to success
As mastercesspit said here, “if it's not engineered, it's not worth flying, o7.”
The Basics
Engineering is a powerful game mechanic that allows Commanders to improve their modules with various modifications, depending on the Engineer they visit. It’s simple to understand: you build a reputation with them, provide the necessary materials, and they’ll modify your modules.
Since these Engineers are unique individuals in the galaxy, you first need to know about their existence. Some are common knowledge, while others require additional actions to discover, like traveling a certain number of Ly. Once discovered, you’ll be asked to bring a small contribution, like commodities or materials, to gain access. Each Engineer specializes in specific modules, so it’s helpful to know exactly which Engineers to seek out based on your goals in the galaxy. A Miner, for example, will need different modifications than a Bounty Hunter.
They’re also only found on planetary surfaces, so you’ll need a Planetary Approach Suite to dock at their bases. To strengthen relationships with Engineers, it’s best to sell commodities or exploration data, though you can also improve relations simply by applying module modifications.
Modifications nuances
Each modification has 5 levels (grades), improving specific aspects of the module while negatively affecting others, requiring you to balance the drawbacks. For example, enhancing the power output of a Power Generator reduces its Heat Efficiency, meaning you can use a smaller, lighter module, but you’ll need to be cautious in high-heat situations, such as landing on high-gravity planets (>2g) or using the Fuel Scoop for extended periods. In that case, carrying a Heat Sinker can help, but other modifications, like those to the Power Distributor, may require you to prioritize one system at the expense of others (Weapons vs. System and Engine), requiring more attentive management. Or you can simply improve your module to the grade you're comfortable with - a full engineered Power Grade that keeps your ship at 40% of Power usage doesn't make sense, right? Also, you can deactivate some modules and reactivate them only when in need, as with the Auto Field-Maintenance Unit (AFMU).
To understand engineering, you need to understand your ship, its modules, their uses, and their possibilities. Technically, you can transform any ship for almost any purpose. However, some ships will naturally have advantages in certain roles. For instance, for exploration, maximizing the potential of the Frame Shift Drive (FSD) is essential to achieve a greater jump range. Additionally, the overall weight of your ship influences its jump capability. And what adds weight to your ship? The modules! Well, most of them, anyway.
Not needing weapons, which would only add unnecessary weight, means you can downgrade certain systems, like Scanners, Life Support, or Heat Sink to reduce weight while keeping them functional enough for exploration. However, you won’t be able to do this alone; you’ll need the right Engineer to help meet your goals. Every Engineer knows the basics of stable buildings, but not all can make a perfectly optimized bridge. Trust me, when well engineered and outfitted, the performance jumps are enormous, taking a 40Ly-range ship to 60–70Ly.
And these gains can be even greater if you apply an experimental effect directly with an engineer. In fact, it’s a good opportunity to mention that you can save one Blueprint per engineer for a module of your choice, allowing you to modify it yourself at any Starport or Drake-Class Carrier up to the grade you unlocked with that specific engineer. However, experimental effects can only be applied directly at the engineer's base, and Remote Workshops do not increase your reputation with the engineer.
Third party engineering tools - use them!
Now that you understand the basics of engineering, you’re ready to choose which Engineers to seek out first. Some organization will be needed, but it’s the year 3310, so there are plenty of tools available to assist. I recommend two:
A more general tool is a spreadsheet that gives you access to organized data on which Engineer does which modification, the maximum grade offered, where to find them, and what’s required to access them, and you can access it here (a bit more concise than Inara, which is also worth checking out).
A huge thanks to the Commanders who collaborated to provide us with this resource: Qohen Leth (owner), EfilOne (admin), Arjin Fury, Nexolek, Shellström, Lucienn/Kitsune, Scinaya, KT412, Belthize, TheTick, Alex Brentnall, John Keller, LazerusKI, Athanasius, Justago, BranchesOfSin, Ablative, and eugeniy. Source: Reddit.
The other tool integrates with the game, focusing more on modifications by showing the materials you have or need, which are necessary for a particular modification, the number of modules currently modifiable, and more. This tool is very useful once you’ve organized which Engineers you want to approach – although you’ll likely end up unlocking most of them eventually. Remember to check the tutorial within the Github page, but it's pretty intuitive. By the way, this tool even shows where to find these materials!
https://github.com/msarilar/EDEngineerAnother huge thanks to Commander Maxime Sarilar for developing this fantastic software. This community is incredible!
https://twitter.com/DydoJustAbout/status/1857146074940510323There are many other useful tools for a Commander, whatever your preferred career, but these should be sufficient to engineering in my opinion. Remember, practice makes perfect, so pick one engineer and modify your modules with them. But do this only after you understand how each one works and how dynamic the ship's system is, so that you don't waste materials, which can take some time to collect.
The Grind Materials
These materials vary from module to module, so it would be advisable to have a ship outfit on hand to know what materials to gather. One tip is to get the highest quality materials and then trade them with a Material Trader – you can check which stations they’re available at here, or by editing the Advanced Search for this purpose.
There are three types of materials that can be obtained in different ways: Raw Materials, by mining; Manufactured Materials, through salvaging; and Encoded Materials, by scanning ships and other objects. Also, you can get them through missions. Use EDEngineer to know what you need to do and where to get these materials, this way you can do it faster and foccused on what you need right now. There's no need to keep rushing after that - you might never pursue another career again or take a long break before you do - don't let the grind consume you!
Equipment engineering
You may notice that there are actually two types of engineers: those who modify modules and those who modify equipment. The latter are only available if you’re able to play the Odyssey expansion, and they’re particularly useful in on-foot planetary activities. They can enhance your weapons, suit, or equipment, offering utilities like Night Vision or Improved Battery Capacity.
This difference is important because the "materials" are different, and in fact, there are three types again, almost as a correlation: Components (Assets), Goods (Items), and Data (not to be confused with Encoded Materials). They’re relatively easier to obtain because they can be bought for CR on any Concourse's Bartender (disembarking in any Spaceport), acquired in missions, or purchased on Fleet Carriers (check out Inara for this). There’s only one grade for these enhancements, making this process simpler than with modules, though, in my opinion, it should be done afterward the modules.
However, I recommend visiting different Starports and disembarking, as Pioneer Supplies often sells premium equipment – though it's rare – that might save more time than the engineering process. Even though you may lose the personal satisfaction of going through the process of enhancing your equipment - if you’re in a hurry or simply want to enjoy other activities in the galaxy, this could be a better option.
Lastly, consult Inara or the Elite Dangerous Wiki, as there’s a lot of useful and detailed information about engineering there.
Make your ship worth it by engineering it as soon as possible!
o7